When your game gets you down, what do YOU do?

Started by Snake, Sat 21/07/2007 19:32:11

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Afflict

I noticed that, the longer I delay a project the more likely I can just put it in the trash can. :( Sad reality, anyway I like the idea of finding little ways to amuse myself when making the game and keeping myself motivated like that thanks ProgZmax.

LimpingFish seriously the screenies on Unbound look amazing! It reminds me of myst for some reason, so at least I'll play it :) So I hope thats not a nobody in your book ;)

TheJBurger

Quote from: Dave Gilbert on Sun 22/07/2007 22:57:02
Quote from: TheJBurger on Sun 22/07/2007 21:54:10
I really don't think I'll be going back to my old game. It's too much of a pain to even look at anymore.

That's the case with most old games.  I can't stand looking at my old stuff,  even though people liked them when they were released.  All I see are the flaws.
Well, at least you managed to finish all your old games.  :)

Quote from: ProgZmax on Mon 23/07/2007 01:04:08
Well honestly, if you seriously think no one will want to play the game you should wonder why you think that.  Is it just because you don't want to work on it at that point or is there some validity?  Not all games should be made, nor are all games good.  This isn't meant to discourage you but rather to help you put in perspective where these feelings come from.  When I don't want to work on a game it's never about the idea or that people won't like it but rather my frustration with background layouts or just general boredom over having to do everything myself. 
When I made the unconcious choice to abandon my super project, it was because I realized that the game was awful and beyond repair. It would take months and months of work just to salvage the game to a point where I thought it would be playable to my current standards. And even then, there would still be some elements of the game that I couldn't change without totally rebuilding the game. It just wouldn't be worth the time and effort to me. I thought it would be better to take what I've learned and apply it on smaller more managable projects, and that's what I did.

Quote
Dave is right in that once you start abandoning projects it becomes easier but I wouldn't say it's any better to complete a game you suddenly realize isn't very good or worth all your effort.  The main reason I switched to Boyd Quest for awhile is because the quirky story and situations make me laugh (I enjoy making funny death animations for instance) so I keep amused by the different things I can make happen.  Silly/funny games remind me that game design can be fun and not just work.

Are you saying once you start abandoning projects it becomes easier to abandon more projects?

Stupot

My WiP has been on hold for a while now, but that's because I'm in Japan, supposedly on holiday... haha.  Spending more and more time on the net every day.

There are good and bad things about leaving a project untouched for so long.

The good thing is, I'm, really looking forward to getting back on with it when I return because I'm generally pleased with what I have so far and would like to finish it.  So having a rest can make you more eager to get on with it .

The bad thing is after a few months break, you do notice the flaws more... I mean my backgrounds are highly flawed anyway, but that's due to my lack of artistic skills.  The biggest flaw I've noticed in my game is the storyline.  It is crap. And it:s something I'm really going to have to work on when I get back.

Some people here are reeeallly good at making games.  Art, music, writing and scripting are all things I take an interest in, but I don:t specialise in any particular area, so my game will only ever be average.  But I don't mind... as long as a few people say "cool man, I enjoyed that", then It will be worth the effort.

If you're having difficulties with the game proper then why not work on something else related to your game.  Build a website for it, design a theoretical CD case, work on the title screen, write a mini-game that might be included in the main game.  Or maybe even turn your story into a screenplay and imagine what it would be like on the big screen.

Shane 'ProgZmax' Stevens

Yes, once you start shelving projects it seems to become easier to do so.

Dualnames

I'd like to kiss the guy who started this post. OK, I've been rethinking of Rui's comments ("Your game needs polish, polish, polish")
And this thread as well.
So I polished my game. And I'm quite glad with the result. Plus I made all backgrounds and character art and animation for the sequel. Still, this will remain my last project. I will carry on with game industry but only helping out other people's project.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

magintz

Since reading through this I went back through all my old games and some of them I'd really like to resurrect and improve, but I've llearnt from past mistakes - one game at a time :P
When I was a little kid we had a sand box. It was a quicksand box. I was an only child... eventually.

Snake

QuoteI'd like to kiss the guy who started this post.
Lay it on me. Nice and thick.
And wet ;)

Yes, I definately agree with the longer the project sits the harder it is to pick it up again. One problem for me is I forget where I was in the process. Was I working on the opening scene or was I working on this other part, etc... And yeah, losing interest after it sits is a little problem as well.

The main problem for me all in all is that I lose the interest because I've been working on it so long - it just get's discouraging. I ask myself, "Am I ever going to finish this?" and the day it is will be the best. I can't wait. I really love this project and am honestly enjoying every burst of energy/modivation I have to work on it. It feels great to be on a roll that doesn't seem to end. That's when the best ideas and fixes for specific parts come out and everything always seems to click and fit together.

The reason why I'm doing a game like the Choose Your Own Adventure books is because I loved the feeling they gave you. The feeling where you really did have endless possibilities. But the entire game isn't just picking between a bunch of choices it's going to be a regular adventure game but with that mixed in it.

I can't remember who said it, but just because I'm doing a game like this doesn't mean you shouldn't. In my opinion, I'd love to see more games like this made.


--Snake
Grim: "You're making me want to quit smoking... stop it!;)"
miguel: "I second Grim, stop this nonsense! I love my cigarettes!"

Stupot

I've barely touched upon the scripting phase of my game.  I'm going to get all my backgrounds and sprites etc gathered first then tackle the scripting.  It's the part of the process I am looking forward to the most, but it is also the most daunting for me.

LimpingFish

Quote from: ProgZmax on Mon 23/07/2007 01:04:08
Well honestly, if you seriously think no one will want to play the game you should wonder why you think that.  Is it just because you don't want to work on it at that point or is there some validity?

Well, I was just giving an example of the kind of self-doubt a creator can feel regarding a work-in-progress, rather than explicitly commenting on my own. And I will admit that trying to gauge how potential players will react to the finished product is a negative and fairly pointless distraction.

I always tell myself that the reason I want to make games is to tell stories; the kind of stories that I would want to experience regardless of the medium. I'm not comfortable designing puzzles, per se, and the ones I do come up with generally end up being little more than busy work for the player, designed to slow the game down and pace the experience. Which is were the doubt about anybody wanting to play the game comes from, I guess.

Having said that, I would never let that factor actually discourage me from making the kind of game I want to make.

But the urge just to stop, through sheer laziness and lack of disipline, means relying on the lamest of excuses.

Of which I am guilty.
Steam: LimpingFish
PSN: LFishRoller
XB: TheActualLimpingFish
Spotify: LimpingFish

Redwall

Of course, if your only purpose is to tell a story and the interactivity is irrelevant to that story, one must ask why make a game at all instead of using a linear medium? (Tangential, I know.)
aka Nur-ab-sal

"Fixed is not unbroken."

Shane 'ProgZmax' Stevens

That's true enough.  Books can be experiences as well: they can make you laugh or cry if the author has some talent, and some visionaries can even make you see a new world through their eyes.  Of course a book has limits on what it can bring to the experience as well:  aside from "Choose Your Own Adventure" and interactive fiction type tales, books can't let you take direct control of a character and influence the outcome of the tale.  As a storyteller you should know right away if what you want to provide is a general experience and glimpse into the world or if you want there to be more.  I don't consider puzzles a necessary element of gameplay but neither is combat; you definitely need something to challenge the player, however, whether it's through dialog decisions, combat or a game of chess.  Don't feel hedged into including puzzles in your game because it's an 'adventure game'.  An adventure game (to me) doesn't mean 'an endless series of ridiculous puzzles with a massive inventory of items designed to impede progress rather than entertain'.  Since the game should be an experience try and come up with new ways or twists to make that experience memorable. 

I don't think I'm the only person who is well and truly tired of bog-standard puzzlefest 'games' at this point :).



OneDollar

Well I've never finished an AGS game (mainly because I've never had a decent enough idea that I've wanted to turn into a full game), but the one medium-sized game I did make (in OHRRPGCE no less) had a huge gap in the production. I went back to it because I had an overall plan and could see how much work was left (less than I'd done), and also because of the amount of people that knew it was in production. Also my brother kept on at me about how I'd never finished anything and I wanted to prove him wrong. I think that helps; taking a break, having a visible target to aim at and having some reason to finish it apart from yourself.

Its also my experience that even after taking a long break you won't want to go back to a project, but if you force yourself to open it up, you can usually find an area to work on that you don't mind much. But that was when I was at school and had loads of free time  :)

Afflict

Well I have had many ideas many half made games... (sadly)  :'( my general problem is that I get bored and secondly I want to create this perfect 20/10 game that will take over the world while I sleep ;)

I have written many scripts and while I thought maybe to one day just give them to someone and say HERE make it if you like it, I feel that it is still my responsibility to complete them  :-\

Well I need to work this into my schedule, and start finishing up my games. I think some sort of co assistant program will do well, where you interact and bounce ideas with someone and show them your progress. I found that when I spoke t Buloght on a daily basis I completed more sprites and backgrounds and actually scripted some of my game :) (Jonathan Crest) Cause I wanted to show him more progress when we spoke the next day.

Well I wonder if we should make a buddy system to help inspire the lazy ones, such as I. ;)

Snake

A buddy system, fucking fabulous idea ;) Not a bad idea at all, chum!
Isn't there something like that stickied in the tech forum?

I still have to find somebody to tell the whole story to and have them tell me how much they like/dislike it ;) I think I'll post it in the GiP thread. Dave G0rbirt-chalicious did give me that great idea - some one with fresh eyes looking at it would be great. Then I could see if I've stayed on track and if every flaw I'm seeing is just from working on it too much. Or if they are really there.


--Snake
Grim: "You're making me want to quit smoking... stop it!;)"
miguel: "I second Grim, stop this nonsense! I love my cigarettes!"

Sakkeus

Well my only game, The Big Bad wolf and the...etc etc. was one of these games, that almost disappeared  to the computer heaven.
After I had created like two rooms I lost interest and had the game stand there untouched for like half a year, until I got the adventure touch once again after I finished some Lucasarts games once again.
Then I really worked on it and finally finished it.Although it's not a masterpiece but I'm very damn proud of it.
Now another game as the same stance, untouched sitting on my harddrive, but the problems are more AGS related than inspirational (some weird pixel dithering thingie has appeared after the latest version)

Nikolas

Well

I have 1 idea for the past 1 year, or even more... BUT.

i. It is a huge idea and would take a huge ammount of time to organise it really (Des. docs, etc...)
ii. I can't do graphics and scripting. I have found the scripter but for graphics... nobody will come fourth... :'(

That said, I know that what I want from this game would push AGS to the limits all the way, but still it does seem doable... in a way...

But if I am to go for it, due to the size of the project, the only way would be to go commercial. To actually pay the people who work on the game, since it would require A LOT of work. So I'm still sitting and thinking about it. If I find time I will finish the documents needed to organise the whole thing and then I'll start searching for a team... (3 people, coder, artist, animateur, and me the 4th. Plus, plenty of beta testers)

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